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			@ -1,8 +1,8 @@ | 
			
		
		
	
		
			
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			/******************************************************************************************* | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh | 
			
		
		
	
		
			
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			*   raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   This example has been created using raylib 1.3 (www.raylib.com) | 
			
		
		
	
		
			
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			*   This example has been created using raylib 1.7 (www.raylib.com) | 
			
		
		
	
		
			
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			*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   Copyright (c) 2015 Ramon Santamaria (@raysan5) | 
			
		
		
	
	
		
			
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			@ -11,7 +11,7 @@ | 
			
		
		
	
		
			
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			********************************************************************************************/ | 
			
		
		
	
		
			
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			#include "raylib.h" | 
			
		
		
	
		
			
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			#include "raymath.h" | 
			
		
		
	
		
			
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			#include "../src/raymath.h" | 
			
		
		
	
		
			
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			#include <stdio.h> | 
			
		
		
	
		
			
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			#include <float.h> | 
			
		
		
	
	
		
			
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			@ -24,7 +24,7 @@ int main() | 
			
		
		
	
		
			
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			    int screenWidth = 800; | 
			
		
		
	
		
			
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			    int screenHeight = 450; | 
			
		
		
	
		
			
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			    InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); | 
			
		
		
	
		
			
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			    InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking"); | 
			
		
		
	
		
			
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			    // Define the camera to look into our 3d world | 
			
		
		
	
		
			
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			    Camera camera; | 
			
		
		
	
	
		
			
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			@ -41,22 +41,22 @@ int main() | 
			
		
		
	
		
			
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			    Model tower = LoadModel("resources/model/lowpoly-tower.obj");           // Load OBJ model | 
			
		
		
	
		
			
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			    Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png");   // Load model texture | 
			
		
		
	
		
			
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			    tower.material.texDiffuse = texture;                                    // Set model diffuse texture | 
			
		
		
	
		
			
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			    Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                                // Set model position | 
			
		
		
	
		
			
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			    BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );     | 
			
		
		
	
		
			
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			    bool hitMeshBBox; | 
			
		
		
	
		
			
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			    bool hitTriangle; | 
			
		
		
	
		
			
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			    bool hitMeshBBox = false; | 
			
		
		
	
		
			
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			    bool hitTriangle = false; | 
			
		
		
	
		
			
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			    // Test triangle | 
			
		
		
	
		
			
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			    Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };     | 
			
		
		
	
		
			
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			    Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; | 
			
		
		
	
		
			
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			    Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; | 
			
		
		
	
		
			
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			    Vector3 bary = {0}; | 
			
		
		
	
		
			
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			    Vector3 bary = { 0.0f, 0.0f, 0.0f };  | 
			
		
		
	
		
			
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			    SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode | 
			
		
		
	
		
			
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			    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    // Main game loop | 
			
		
		
	
		
			
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			    while (!WindowShouldClose())        // Detect window close button or ESC key | 
			
		
		
	
	
		
			
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			@ -65,7 +65,6 @@ int main() | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        UpdateCamera(&camera);          // Update camera | 
			
		
		
	
		
			
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			        // Display information about closest hit | 
			
		
		
	
		
			
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			        RayHitInfo nearestHit; | 
			
		
		
	
		
			
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			        char *hitObjectName = "None"; | 
			
		
		
	
	
		
			
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			@ -76,41 +75,50 @@ int main() | 
			
		
		
	
		
			
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			        // Get ray and test against ground, triangle, and mesh | 
			
		
		
	
		
			
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			        ray = GetMouseRay(GetMousePosition(), camera); | 
			
		
		
	
		
			
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			        RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 ); | 
			
		
		
	
		
			
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			        if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) { | 
			
		
		
	
		
			
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			        // Check ray collision aginst ground plane | 
			
		
		
	
		
			
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			        RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); | 
			
		
		
	
		
			
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			        if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            nearestHit = groundHitInfo; | 
			
		
		
	
		
			
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			            cursorColor = GREEN; | 
			
		
		
	
		
			
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			            hitObjectName = "Ground"; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc ); | 
			
		
		
	
		
			
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			        if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) { | 
			
		
		
	
		
			
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			        // Check ray collision against test triangle | 
			
		
		
	
		
			
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			        RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); | 
			
		
		
	
		
			
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			        if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))  | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            nearestHit = triHitInfo; | 
			
		
		
	
		
			
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			            cursorColor = PURPLE; | 
			
		
		
	
		
			
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			            hitObjectName = "Triangle"; | 
			
		
		
	
		
			
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			            bary = Barycentric( nearestHit.hitPosition, ta, tb, tc ); | 
			
		
		
	
		
			
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			            bary = Barycenter(nearestHit.hitPosition, ta, tb, tc); | 
			
		
		
	
		
			
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			            hitTriangle = true; | 
			
		
		
	
		
			
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			        } else { | 
			
		
		
	
		
			
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			            hitTriangle = false; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        }  | 
			
		
		
	
		
			
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			        else hitTriangle = false; | 
			
		
		
	
		
			
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			        RayHitInfo meshHitInfo; | 
			
		
		
	
		
			
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			        // check the bounding box first, before trying the full ray/mesh test | 
			
		
		
	
		
			
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			        if (CheckCollisionRayBox( ray, towerBBox )) { | 
			
		
		
	
		
			
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			        // Check ray collision against bounding box first, before trying the full ray-mesh test | 
			
		
		
	
		
			
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			        if (CheckCollisionRayBox(ray, towerBBox))  | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            hitMeshBBox = true; | 
			
		
		
	
		
			
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			            meshHitInfo = RaycastMesh( ray, &tower.mesh );     | 
			
		
		
	
		
			
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			            if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) { | 
			
		
		
	
		
			
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			            // Check ray collision against mesh | 
			
		
		
	
		
			
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			            meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);     | 
			
		
		
	
		
			
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			            if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))  | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                nearestHit = meshHitInfo; | 
			
		
		
	
		
			
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			                cursorColor = ORANGE; | 
			
		
		
	
		
			
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			                hitObjectName = "Mesh"; | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			        } else { | 
			
		
		
	
		
			
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			            hitMeshBBox = false; | 
			
		
		
	
		
			
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			        }     | 
			
		
		
	
		
			
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			        } hitMeshBBox = false;  | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        // Draw | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        BeginDrawing(); | 
			
		
		
	
	
		
			
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			@ -120,65 +128,59 @@ int main() | 
			
		
		
	
		
			
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			            Begin3dMode(camera); | 
			
		
		
	
		
			
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			                // Draw the tower | 
			
		
		
	
		
			
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			                DrawModel( tower, towerPos, 1.0, WHITE ); | 
			
		
		
	
		
			
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			                DrawModel(tower, towerPos, 1.0, WHITE); | 
			
		
		
	
		
			
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			                // Draw the test triangle | 
			
		
		
	
		
			
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			                DrawLine3D( ta, tb, PURPLE ); | 
			
		
		
	
		
			
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			                DrawLine3D( tb, tc, PURPLE ); | 
			
		
		
	
		
			
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			                DrawLine3D( tc, ta, PURPLE ); | 
			
		
		
	
		
			
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			                DrawLine3D(ta, tb, PURPLE); | 
			
		
		
	
		
			
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			                DrawLine3D(tb, tc, PURPLE); | 
			
		
		
	
		
			
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			                DrawLine3D(tc, ta, PURPLE); | 
			
		
		
	
		
			
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			                // Draw the mesh bbox if we hit it | 
			
		
		
	
		
			
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			                if (hitMeshBBox) { | 
			
		
		
	
		
			
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			                    DrawBoundingBox( towerBBox, LIME ); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME); | 
			
		
		
	
		
			
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			                // If we hit something, draw the cursor at the hit point | 
			
		
		
	
		
			
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			                if (nearestHit.hit) { | 
			
		
		
	
		
			
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			                    DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor ); | 
			
		
		
	
		
			
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			                    DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW ); | 
			
		
		
	
		
			
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			                if (nearestHit.hit)  | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor); | 
			
		
		
	
		
			
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			                    DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW); | 
			
		
		
	
		
			
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			                    Vector3 normalEnd; | 
			
		
		
	
		
			
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			                    normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; | 
			
		
		
	
		
			
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			                    normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; | 
			
		
		
	
		
			
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			                    normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; | 
			
		
		
	
		
			
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			                    DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW ); | 
			
		
		
	
		
			
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			                    DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                DrawRay(ray, MAROON); | 
			
		
		
	
		
			
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			                DrawGrid(10, 1.0f); | 
			
		
		
	
		
			
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			                DrawGrid(100, 1.0f); | 
			
		
		
	
		
			
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			            End3dMode(); | 
			
		
		
	
		
			
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			            // Show some debug text | 
			
		
		
	
		
			
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			            char line[1024]; | 
			
		
		
	
		
			
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			            sprintf( line, "Hit Object: %s\n", hitObjectName ); | 
			
		
		
	
		
			
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			            DrawText( line, 10, 30, 15, BLACK ); | 
			
		
		
	
		
			
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			            if (nearestHit.hit) { | 
			
		
		
	
		
			
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			                int ypos = 45; | 
			
		
		
	
		
			
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			                sprintf( line, "Distance: %3.2f", nearestHit.distance ); | 
			
		
		
	
		
			
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			                DrawText( line, 10, ypos, 15, BLACK ); | 
			
		
		
	
		
			
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			                ypos += 15; | 
			
		
		
	
		
			
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			                sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f",  | 
			
		
		
	
		
			
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			                    nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z ); | 
			
		
		
	
		
			
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			                DrawText( line, 10, ypos, 15, BLACK ); | 
			
		
		
	
		
			
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			                ypos += 15; | 
			
		
		
	
		
			
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			                sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f",  | 
			
		
		
	
		
			
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			                    nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z ); | 
			
		
		
	
		
			
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			                DrawText( line, 10, ypos, 15, BLACK ); | 
			
		
		
	
		
			
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			                ypos += 15; | 
			
		
		
	
		
			
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			                if (hitTriangle) { | 
			
		
		
	
		
			
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			                    sprintf( line, "Barycentric: %3.2f %3.2f %3.2f",  | 
			
		
		
	
		
			
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			                        bary.x, bary.y, bary.z ); | 
			
		
		
	
		
			
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			                    DrawText( line, 10, ypos, 15, BLACK ); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			            // Draw some debug GUI text | 
			
		
		
	
		
			
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			            DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); | 
			
		
		
	
		
			
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			            if (nearestHit.hit)  | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                int ypos = 70; | 
			
		
		
	
		
			
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			                DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); | 
			
		
		
	
		
			
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			                DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",  | 
			
		
		
	
		
			
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			                                    nearestHit.hitPosition.x,  | 
			
		
		
	
		
			
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			                                    nearestHit.hitPosition.y,  | 
			
		
		
	
		
			
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			                                    nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK); | 
			
		
		
	
		
			
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			                                     | 
			
		
		
	
		
			
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			                DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",  | 
			
		
		
	
		
			
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			                                    nearestHit.hitNormal.x,  | 
			
		
		
	
		
			
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			                                    nearestHit.hitNormal.y,  | 
			
		
		
	
		
			
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			                                    nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK); | 
			
		
		
	
		
			
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			                if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY ); | 
			
		
		
	
		
			
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			            DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); | 
			
		
		
	
		
			
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			            DrawFPS(10, 10); | 
			
		
		
	
		
			
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